/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Engine that drives the Editor. Separate fromUGameEnginebecause it may have much different functionality than desired for an instance of a game itself.
class UEditorEngine : public [UEngine](API\Runtime\Engine\Engine\UEngine)
TArray<TObject...
ActorFactories
Array of actor factories created at editor startup and used by context menu etc.
TObjectPtr< cla...
ActorGroupingUtils
FSoftClassPath
ActorGroupingUtilsClassName
TArray<TWeakOb...
ActorsThatWereSelected
When Simulating In Editor, an array of all actors that were selected when it began
TObjectPtr< cla...
Bad
Textures.
uint32: 1
bAllowMultiplePIEWorlds
Allows multiple PIE worlds under a single instance.
bool
bCheckForLockActors
Whether or not to recheck the current actor selection for lock actors the next time HasLockActors is called
bool
bCheckForWorldSettingsActors
Whether or not to recheck the current actor selection for world settings actors the next time IsWorldSettingsSelected is called
uint32: 1
bCustomCameraAlignEmitter
If "Camera Align" emitter handling uses a custom zoom or not
uint32: 1
bDrawParticleHelpers
If true, then draw particle debug helpers in editor viewports
uint32: 1
bDrawSocketsInGMode
If true, then draw sockets when socket snapping is enabled in 'g' mode
uint32: 1
bEnableLODLocking
If true, same type views will be camera tied, and ortho views will use perspective view for LOD parenting
uint32: 1
bEnableSocketSnapping
If true, socket snapping is enabled in the main level viewports.
uint32: 1
bFastRebuild
Toggles.
bool
bHasLockedActors
Cached state of whether or not we have locked actors in the selection
uint32: 1
bIgnoreSelectionChange
True if we should ignore noting any changes to selection on undo/redo
bool
bIsCompiling
Whether or not the editor is currently compiling
bool
bIsEndingPlay
Used to prevent reentrant calls toEndPlayMap().
uint32: 1
bIsToggleBetweenPIEandSIEQueued
Has a request to toggle between PIE and SIE been made?
bool
bIsWorldSettingsSelected
Cached state of whether or not we have a worldsettings actor in the selection
bool
bLastViewAndLocationValid
Are the lastview/rotation variables valid
uint32: 1
bMobilePreviewPortrait
Mobile preview settings for what orientation to default to
uint32: 1
bNotifyUndoRedoSelectionChange
True if we should force a selection change notification during an undo/redo
uint32: 1
bRequestEndPlayMapQueued
True if there is a pending end play map queued
TArray<TObject...
BrushBuilders
Brush builders that have been created in the editor
uint32: 1
bShowBrushMarkerPolys
If true, show translucent marker polygons on the builder brush and volumes.
uint32: 1
bShowPreviewMesh
When true, the preview mesh mode is activated.
uint32: 1
bSquelchTransactionNotification
True if we should not display notifications about undo/redo
uint32: 1
bSuspendBroadcastPostUndoRedo
True if we should suspend notifying clients post undo/redo
bool
bUATSuccessfullyCompiledOnce
This flag is used to skip UAT compilation on every launch if it was successfully compiled once.
int32
BuildPlayDevice
Currently targeted device for mobile previewer.
EShaderPlatform
CachedEditorShaderPlatform
Cached ShaderPlatform so the editor can go back to after previewing
uint32
ClickFlags
Other variables.
FVector
ClickLocation
FPlane
ClickPlane
TObjectPtr< cla...
ConversionTempModel
int32
CurrentPlayWorldDestination
The current play world destination (I.E console).
float
CustomCameraAlignEmitterDistance
The distance to place the camera from an emitter actor when custom zooming is enabled
ERHIFeatureLeve...
DefaultWorldFeatureLevel
The feature level we should use when loading or creating a new world
TEnumAsByte< en...
DetailMode
Setting for the detail mode to show in the editor viewports.
TObjectPtr< cla...
EditorCube
Used in UnrealEd for showing materials.
TObjectPtr< cla...
EditorCylinder
TObjectPtr< cla...
EditorFont
Font used by Canvas-based editors.
TObjectPtr< cla...
EditorPlane
TObjectPtr< cla...
EditorSphere
TObjectPtr< cla...
EditorWorld
When Simulating In Editor, a pointer to the original (non-simulating) editor world
FString
GameCommandLine
FString
HeightMapExportClassName
FString
InEditorGameURLOptions
Additional per-user/per-game options set in the .ini file.
uint32: 1
IsImportingT3D
FString
LastPlayUsingLauncherDeviceId
The last platform we ran on (as selected by the drop down or via automation) Stored outside of the Session Info as the UI needs access to this at all times.
FVector
LastViewLocation
Cached version of the view location at the point the PIE session was ended
FRotator
LastViewRotation
Cached version of the view location at the point the PIE session was ended
TOptional<FLau...
LauncherSessionInfo
If set, there is a active attempt to use the Launcher.
TSharedPtr< cla...
LauncherWorker
Launcher Worker.
FVector
MouseMovement
FUObjectAnnotat...
ObjectsThatExistInEditorWorld
Annotation to track which PIE/SIE (PlayWorld) UObjects have counterparts in the EditorWorld
TSharedPtr< cla...
OutputLogErrorsToMessageLogProxyPtr
The output log -> message log redirector for use during PIE
TObjectPtr< cla...
ParentContext
FPIEInstanceWin...
PIEInstanceWindowSwitchDelegate
TSubclassOf< cl...
PlayFromHerePlayerStartClass
The PlayerStart class used when spawning the player at the current camera location.
TOptional<FPla...
PlayInEditorSessionInfo
If set, transient information about the current Play in Editor session which persists until the session stops.
TArray<FPlayOn...
PlayOnLocalPCSessions
List of New Process sessions that are currently active, started by this Editor instance.
TOptional<FReq...
PlaySessionRequest
Specifies whether or not there has been a Play Session requested to be kicked off on the next Tick.
TObjectPtr< cla...
PlayWorld
A pointer to aUWorldthat is the duplicated/saved-loaded to be played in with "Play From Here"
int32
PlayWorldDestination
Where did the person want to play? Where to play the game - -1 means in editor, 0 or more is an index into the GConsoleSupportContainer
FPostBugItGoCal...
PostBugItGoCalled
TObjectPtr< cla...
PreviewAudioComponent
FPreviewFeature...
PreviewFeatureLevelChanged
TObjectPtr< cla...
PreviewMeshComp
A mesh component used to preview in editor without spawning a static mesh actor.
int32
PreviewMeshIndex
The index of the mesh to use from the list of preview meshes.
FPreviewPlatfor...
PreviewPlatform
The feature level and platform we should use when loading or creating a new world
FPreviewPlatfor...
PreviewPlatformChanged
TObjectPtr< cla...
PreviewSoundCue
Audio.
FProjectExterna...
ProjectExternalContentInterfaceGetter
TObjectPtr< cla...
ScratchRenderTarget1024
TObjectPtr< cla...
ScratchRenderTarget2048
Temporary render target that can be used by the editor.
TObjectPtr< cla...
ScratchRenderTarget256
TObjectPtr< cla...
ScratchRenderTarget512
TArray<FShould...
ShouldDisableCPUThrottlingDelegates
TMap<FName,FS...
SlatePlayInEditorMap
Maps world contexts to their slate data
TObjectPtr< cla...
TempModel
Objects.
TObjectPtr< cla...
Trans
FVector
UnsnappedClickLocation
uint32: 1
UseAxisIndicator
FString
UserEditedPlayWorldURL
Play world url string edited by a user.
FString
UserOpenedFile
The name of the file currently being opened in the editor. "" if no file is being opened.
uint32: 1
UseSizingBox
Advanced.